/*
 * Copyright (C) 2007 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

package com.tieto.opengl;

import static android.opengl.GLES10.GL_LINEAR;
import static android.opengl.GLES10.GL_NEAREST;
import static android.opengl.GLES10.GL_TEXTURE_2D;
import static android.opengl.GLES10.GL_TEXTURE_MAG_FILTER;
import static android.opengl.GLES10.GL_TEXTURE_MIN_FILTER;
import static android.opengl.GLES10.GL_TEXTURE_WRAP_S;
import static android.opengl.GLES10.GL_TEXTURE_WRAP_T;
import static android.opengl.GLES10.glBindTexture;
import static android.opengl.GLES10.glGenTextures;
import static android.opengl.GLES10.glTexParameterf;

import java.io.IOException;
import java.io.InputStream;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;

/**
 * Render a pair of tumbling cubes.
 */

class CubeRenderer implements GLSurfaceView.Renderer {
    
    private Context mContext;
    public CubeRenderer(Context context,boolean useTranslucentBackground) {
        mContext = context;
        mTranslucentBackground = useTranslucentBackground;
        mCube = new Cube();
    }

    public void onDrawFrame(GL10 gl) {
        /*
         * Usually, the first thing one might want to do is to clear
         * the screen. The most efficient way of doing this is to use
         * glClear().
         */

        gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
       
        /*
         * Now we're ready to draw some 3D objects
         */

        gl.glMatrixMode(GL10.GL_MODELVIEW);
        gl.glLoadIdentity();
        gl.glTranslatef(0, 0, -3.0f);
        gl.glRotatef(mAngle,        0, 1, 0);
        gl.glRotatef(mAngle*0.25f,  1, 0, 0);

        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
        gl.glEnableClientState(GL10.GL_COLOR_ARRAY);

        mCube.draw(gl);

//        gl.glRotatef(mAngle*2.0f, 0, 1, 1);
//        gl.glTranslatef(0.5f, 0.5f, 0.5f);
//
//        mCube.draw(gl);

        mAngle += 1.2f;
    }

    public void onSurfaceChanged(GL10 gl, int width, int height) {
         gl.glViewport(0, 0, width, height);

         /*
          * Set our projection matrix. This doesn't have to be done
          * each time we draw, but usually a new projection needs to
          * be set when the viewport is resized.
          */

         float ratio = (float) width / height;
         gl.glMatrixMode(GL10.GL_PROJECTION);
         gl.glLoadIdentity();
         gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
    }

    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        /*
         * By default, OpenGL enables features that improve quality
         * but reduce performance. One might want to tweak that
         * especially on software renderer.
         */
        gl.glDisable(GL10.GL_DITHER);
        // enable texture
       
        gl.glEnable(GL10.GL_TEXTURE_2D);
        gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
        
        int[] textures = new int[1];
        glGenTextures(1, textures, 0);
        glBindTexture(GL_TEXTURE_2D, textures[0]);

        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                GL_NEAREST);
        glTexParameterf(GL_TEXTURE_2D,
                GL_TEXTURE_MAG_FILTER,
                GL_LINEAR);

        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
                GL10.GL_REPEAT);
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
                GL10.GL_REPEAT);
        
        InputStream is = mContext.getResources().openRawResource(
                R.raw.turtle);
        Bitmap bitmap;
        try {
            bitmap = BitmapFactory.decodeStream(is);
        } finally {
            try {
                is.close();
            } catch (IOException e) {
                // Ignore.
            }
        }

        GLUtils.texImage2D(GL_TEXTURE_2D, 0, bitmap, 0);
        bitmap.recycle();
        
        gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
        
        /*
         * Some one-time OpenGL initialization can be made here
         * probably based on features of this particular context
         */
         gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
                 GL10.GL_FASTEST);

         if (mTranslucentBackground) {
             gl.glClearColor(0,0,0,0);
         } else {
             gl.glClearColor(1,1,1,1);
         }
         gl.glEnable(GL10.GL_CULL_FACE);
         gl.glShadeModel(GL10.GL_SMOOTH);
         gl.glEnable(GL10.GL_DEPTH_TEST);
    }
    private boolean mTranslucentBackground;
    private Cube mCube;
    private float mAngle;
}
